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Tyranid Psychic Powers

These are some new powers for Hive Tyrants. These were written by Thomas Payne (Thomas@sievers.com).

 

Mind slave.    Force: 3  Range: Special  Cost: 80
This is cast through any hive mind node, within 18" of the Tyrant. You may use 
the tyrant to play it through. Pick any one squad or character or vehicle 
within the node's nodal range (sounds kinda odd, but it means within 12" of any 
tyranid warrior, or 18" of any tyrant that is within 18" of the caster). The 
model(s) affected need to take an immedeate Ld with an +2 bonus, taking into 
account Aura of Torment and that a double 6 fails, regardless. Ld bonuses for
having characters leading squads are not used. If the model(s) fail, they 
become enslaved to the entity that is the hive mind, and move and fire in the 
tyranid phase. Psykers that are affected use thier powers in the tyranid 
psychic phase. Wargear may be used, along with any other device or weapon
carried by the character. The power lasts until nullified, or the affected 
model(s) move out of range of all nodes.

 

Forced Evoloution.   Force: 2 Range: 18" Cost 30
This forces a gargoyle, hormagaunt or termagaunt to undergo a startling 
physical change. The creature is forced to develope vast quantities of 
digestive acid, which drive it forward, frenzied with pain. The creature 
immediately moves at a run in any direction chosen by the tyranid player,
taking into account the 20" maximum for a gargoyle, the terrain modifiers and 
the 6" leap for the hormagaunt. The maddened beast then explodes, showering the 
surrounding area in acid. The marker is 1D4 inches, and anything underneath is 
hit on a roll of 3 or more. Roll for damage as normal. Hit models take a Str 5 
hit causing D4 wounds, with a -2 save modifier. If the termagaunt, gargoyle or 
hormagaunt is in hth at the time of the power being used, then it explodes 
immedialty.
Psychic void.   Force: 2 Range: 6" Cost: 30
This creates a area of psychic reppresion around the Tyrant, cancelling out or 
destroying powers cast near the tyrant. The hive mind surrounds the subject in 
a blanket of psychic force, dampening out all enemy pyskers abilities. When a 
power is used in the region (6") of the tyrant, or there is a model affected by 
an enemy power roll a dice, and consult the table below: 
   1:   Power is destroyed. There is no save due to aegis armour 
       or displacer fields or any other form of psychic protection. 

   2-3: If the power is offensive, it is reflected (as per the card) towards 
        the enemy psyker, affecting the first hostile model in it's path.If it is 
        beneficial or defensive the tyranid player has the option of directing it 
        onto a friendly model within 6" or nullifying it.

   4:   The power is nullified atuomatically, NB: this even works against 
        ultimate force on the rod of tigurus. 

   5:   The power is affected as if by a nullify card, with the usual 
        modifiers being taken into account.

   6:   The power is nullified, as per 4, but the Psychic void is also 
        nullified.
The power remains in play until It is nullified, the creature using it is dead, 
or a roll of 6 happens. 
Poison Spines Force 2 Cost 20
This alters the metabolism and DNA of the hive tyrant, causing it to develop a 
strange pod like growth in the centre of it's chest. The pod swells until it 
finally erupts in a shower of poisonous spikes, which shoot out and hit the 
first target in it's path. This all happens in just under 3 seconds. When the 
tyrant uses this roll 1D6 for the total number of spines fired. Then measure up
to 18" away from the tyrant, within his normal 90o fire arc (okay, so it's no 
too clear, but you just try doing the degree symbol in ascii). The target 
chosen is affected as if he/she/it/whatever was hit by a needle rifle for every 
spine that was created. The modifier is -1, and against demons/tyranids it 
counts as a str 3 weapon. 
Suicidal rage  Force 4 Cost 90 Range 18"
This alters a creatures biological and psychilogical (please fix that spelling 
isaac, i don't want to look thick on the net) make up so severly that it flies 
into a blind rage, expending all of it's life energies in the rest of the 
game. This power may only be used on an individual, not on squads or the tyrant 
that cast it. When a model is affected it gains the following abilities:
+2 to WS, Str, Move, Toughness.
+4 to wounds, 
+3 to armour saves

The creature becomes frenzied, charging the nearest creature each turn. The 
frenzy may not be constrained. After the game, the model(s) that were affected 
by this power are considered to have died from exhaustion, and the enemy gains 
victory points accordingly. This makes it a power to only be used in the most 
desparate of situations.
Mist Force 1 Cost 10 Range 12"
This creates 1D6 + 4 smoke grenades anywhere within 18" and within line of 
sight of the tyrant. Each grenade is really a vast number of bacteria, that
generate a huge cloud of steam. This steam has many strange chemiclas in it,
that while not being dangerous they can hinder even autosenses trying to 
penetrate the smog. Models with no eye protection or infra red visors (orks, 
IG) treat the clouds as blind grenades for purposes of shooting etc. Models 
with visors such as Eldar, Squats etc... have a -3 penalty when shooting 
through, and half their WS, rounding down. Marines, and other troopers with 
auto senses count a -1 to WS and BS when shooting through or fighting in the 
cloud. Tyranid organisms have no trouble seeing through the cloud, and suffer 
no penalties of any form. The clouds use the smoke grenade chart. 
DO NOT ATTEMPT TO USE BEFORE YOU HAVE THE CODEX, THEY ARE DESIGNED AS AN 
ADDITION TO THE LIST OF PSYCHIC POWERS IN THE CODEX. REMEMBER THAT THE TYRANT 
IS LIMITED TO A MAXIMUM OF 4 POWERS. 

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